Calculates and returns a list of all assets the assets listed in roots
depend on.
Editor window that shows the next example.
#pragma strict public class CollectDependenciesExample extends EditorWindow { static var obj: GameObject = null; @MenuItem("Example/Collect Dependencies") static function Init() { // Get existing open window or if none, make a new one: var window: CollectDependenciesExample = CollectDependenciesExampleEditorWindow.GetWindow(CollectDependenciesExample); window.Show(); } function OnGUI() { obj = EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, GameObject) as GameObject; if (obj) { var roots: Object[] = [obj]; if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) Selection.objects = EditorUtility.CollectDependencies(roots); } else EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); } function OnInspectorUpdate() { Repaint(); } }
using UnityEngine; using UnityEditor;
public class CollectDependenciesExample : EditorWindow { static GameObject obj = null;
[MenuItem( "Example/Collect Dependencies" )] static void Init( ) { // Get existing open window or if none, make a new one: CollectDependenciesExample window = (CollectDependenciesExample)EditorWindow.GetWindow( typeof(CollectDependenciesExample) ); window.Show( ); }
void OnGUI( ) { obj = EditorGUI.ObjectField( new Rect( 3, 3, position.width - 6, 20 ), "Find Dependency", obj, typeof(GameObject) ) as GameObject;
if( obj ) { Object[] roots = new Object[] { obj };
if( GUI.Button( new Rect( 3, 25, position.width - 6, 20 ), "Check Dependencies" ) ) Selection.objects = EditorUtility.CollectDependencies( roots ); } else EditorGUI.LabelField( new Rect( 3, 25, position.width - 6, 20 ), "Missing:", "Select an object first" ); }
void OnInspectorUpdate( ) { Repaint( ); } }